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Getting CTDs at Swan's Pond (going toward Vault 114)


twotonedearly

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Hey guys, been having a problem with Fallout 4 and hoping to find a solution. recently on my latest playthrough I've been getting CTDs when in the Boston area. when I go by Swan's Pond and headed toward the direction of vault 114 the game will CTD with no errors.

here's my mod load out in case there seems to be any issues.

GameMode=Fallout4
Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
ccbgsfo4006-pipboy(chrome).esl=1
ccbgsfo4005-bluecamo.esl=1
ccbgsfo4023-powerarmorskin(camo02).esl=1
ccbgsfo4025-powerarmorskin(chrome).esl=1
ccbgsfo4033-powerarmorskinwhite.esl=1
ccbgsfo4024-pacamo03.esl=1
ccbgsfo4041-doommarinearmor.esl=1
ccbgsfo4042-bfg.esl=1
cceejfo4001-decorationpack.esl=1
ccbgsfo4045-advarccab.esl=1
ccfsvfo4003-slocum.esl=1
ccgcafo4001-factionws01army.esl=1
ccgcafo4002-factionws02acat.esl=1
ccgcafo4003-factionws03bos.esl=1
ccgcafo4004-factionws04gun.esl=1
ccgcafo4005-factionws05hrpink.esl=1
ccgcafo4006-factionws06hrshark.esl=1
ccgcafo4007-factionws07hrflames.esl=1
ccgcafo4008-factionws08inst.esl=1
ccgcafo4009-factionws09mm.esl=1
ccgcafo4010-factionws10rr.esl=1
ccgcafo4011-factionws11vt.esl=1
ccgcafo4012-factionas01acat.esl=1
ccgcafo4014-factionas03gun.esl=1
ccgcafo4017-factionas06inst.esl=1
ccgcafo4018-factionas07mm.esl=1
ccgcafo4019-factionas08nuk.esl=1
ccgcafo4021-factionas10hrflames.esl=1
ccgcafo4022-factionas11vt.esl=1
ccgcafo4023-factionas12army.esl=1
ccawnfo4001-brandedattire.esl=1
ccswkfo4001-astronautpowerarmor.esm=1
ccswkfo4002-pipnuka.esl=1
ccswkfo4003-pipquan.esl=1
ccbgsfo4050-dgbcoll.esl=1
ccbgsfo4051-dgbox.esl=1
ccbgsfo4052-dgdal.esl=1
ccbgsfo4053-dggoldr.esl=1
ccbgsfo4054-dggreatd.esl=1
ccbgsfo4055-dghusk.esl=1
ccbgsfo4056-dglabb.esl=1
ccbgsfo4057-dglaby.esl=1
ccbgsfo4058-dglabc.esl=1
ccbgsfo4059-dgpit.esl=1
ccbgsfo4060-dgrot.esl=1
ccbgsfo4061-dgshiinu.esl=1
ccbgsfo4036-trnsdg.esl=1
ccrzrfo4004-pipinst.esl=1
ccbgsfo4062-pippat.esl=1
ccrzrfo4003-pipover.esl=1
ccfrsfo4002-antimaterielrifle.esl=1
cceejfo4002-nuka.esl=1
ccygpfo4001-pipcruiser.esl=1
ccbgsfo4075-pipshroud.esl=1
ccbgsfo4076-pipmystery.esl=1
ccbgsfo4079-pipvim.esl=1
ccbgsfo4078-pipreily.esl=1
ccbgsfo4077-piprocket.esl=1
ccbgsfo4028-powerarmorskinorange.esl=1
ccgrcfo4001-pipgreytort.esl=1
ccsbjfo4001-solarflare.esl=1
ccbgsfo4063-papat.esl=1
ccbgsfo4048-dovah.esl=1
ccbgsfo4101-as_shi.esl=1
ccbgsfo4114-ws_shi.esl=1
ccbgsfo4115-x02.esl=1
ccrzrfo4002-disintegrate.esl=1
ccbgsfo4116-heavyflamer.esl=1
ccbgsfo4091-as_bats.esl=1
ccbgsfo4097-as_jack-olantern.esl=1
ccbgsfo4104-ws_bats.esl=1
ccbgsfo4111-ws_jack-olantern.esl=1
ccbgsfo4118-ws_tunnelsnakes.esl=1
ccbgsfo4113-ws_reillysrangers.esl=1
ccbgsfo4112-ws_pickman.esl=1
ccbgsfo4110-ws_enclave.esl=1
ccbgsfo4108-ws_childrenofatom.esl=1
ccbgsfo4103-as_tunnelsnakes.esl=1
ccbgsfo4099-as_reillysrangers.esl=1
ccbgsfo4098-as_pickman.esl=1
ccbgsfo4096-as_enclave.esl=1
ccbgsfo4095-as_childrenofatom.esl=1
ccbgsfo4089-pipsynthwave.esl=1
ccbgsfo4087-piphaida.esl=1
ccbgsfo4085-piphawaii.esl=1
ccbgsfo4084-pipretro.esl=1
ccbgsfo4083-pipartdeco.esl=1
ccbgsfo4082-pipprc.esl=1
ccbgsfo4081-pipphenolresin.esl=1
ccbgsfo4080-pippop.esl=1
ccbgsfo4047-qthund.esl=1
ccfrsfo4003-cr75l.esl=1
ccsbjfo4002_manwellrifle.esl=1
ccbgsfo4117-capmerc.esl=1
ccbgsfo4046-tescan.esl=1
ccgcafo4025-pagunmm.esl=1
cccrsfo4001-pipcoa.esl=1
ccbgsfo4001-pipboy(black).esm=0
ccbgsfo4004-pipboy(camo02).esm=0
ccbgsfo4006-pipboy(chrome).esm=0
ccfrsfo4001-handmadeshotgun.esm=0
ccbgsfo4018-gaussrifleprototype.esm=0
ccbgsfo4019-chinesestealtharmor.esm=0
ccfsvfo4002-midcenturymodern.esm=0
ccfsvfo4001-modularmilitarybackpack.esm=0
ccbgsfo4016-prey.esm=0
ccbgsfo4044-hellfirepowerarmor.esm=0
ccbgsfo4038-horsearmor.esm=0
unofficial fallout 4 patch.esp=1
TrueStormsFO4.esm=1
HUDFramework.esm=1
ArmorKeywords.esm=1
cheat room.esm=1
Homemaker.esm=1
Settlement Electricity Overhaul.esm=1
SettlementKeywords.esm=1
headcannon.esl=1
junkmaster-complete.esm=1
Quad_Accelerator.esl=1
Quad_Fusillade.esl=1
Quad_RAWLauncher.esl=1
Quad_Technetronic.esl=1
999generator.esp=1
C.E.S.D - Very Hard x2.esp=1
moreuniques.esp=1
CROSS_Cybernetics.esp=1
weaponmodfixes-goty.esp=1
LegendaryModification.esp=1
ChineseStealthArmorLegendaryMod.esp=1
Chocolateidiot.esp=1
Green Commonwealth.esp=1
Homemaker - Greenhouse and Bunker Disabler.esp=1
Legendary Robot Armour - Far Harbor Compabtibility Patch.esp=1
LegendaryModification2LM.esp=1
LegendaryModification - DLC Far Harbor (2LM).esp=1
LegendaryModification - DLC Far Harbor.esp=1
LegendaryModificationCSA.esp=1
LegendaryModificationGroknak.esp=1
LegendaryModificationMisc.esp=1
Lots More Beards and Moustaches.esp=1
Lots More Female Hairstyles.esp=1
Lots More Male Hairstyles.esp=1
M2216.esp=1
M9.esp=1
M9 - AWKCR Compatibility.esp=1
PlasmaGatling.esp=1
Prime Assault Gatling Laser.esp=1
Shotguns for Shuenga.esp=1
TeslaCannon.esp=1
VictoryFanFare.esp=1
Weightless Junk.esp=1
aear01.esp=1
farrrr.esp=1
mojaveimports.esp=1
armorsmith extended.esp=1
mjp_ptrs41atr.esp=1
Crossbow.esp=1
Live Dismemberment - Mind-Blowing.esp=1
CROSS_PlasRail.esp=1
ballisticweavebasegame.esp=1
bettersettlements.esp=1
CombinedExpansion4.1.esp=1
cross_plasrail_bethnet.esp=1
fusion gun.esp=1
cutweaponmodsrestored-goty.esp=1
Eysenbeiss_all_in_one_settlement_expansion_V9.esp=1
NoBuildLimits.esp=1
NoHeightLimit.esp=1
lazarus base.esp=1
lazarus dlc.esp=1
Mutant Powers.esp=1
jm-dogpatch.esp=1
morecranks.esp=1
Minutemenoverhaul.esp=1
DLCFixes.esp=1
nis - hunted.esp=1
Crafting Mastery.esp=1
cheatterminal.esp=1
alieninvasion.esp=1
BetterOpenSeason.esp=1
CommonwealthCarriages.esp=1
ATOMsWizard By Mr Mobius.esp=1
buffed minutemen.esp=1
fo3cutstuff.esp=1
xm50m1.esp=1
mk41gyrojethmg.esp=1
anchor mod.esp=1
BridgeFix.esp=1
RansackedRelay.esp=1
test1.esp=1
better laser rifles.esp=1
fhspawn.esp=1
Moddable Plasma Caster.esp=1
nvump.esp=1
EG7.esp=1
MisriahArmory.esp=1
Weaponsmith Extended.esp=1
AK2047.esp=1
AK2047 - AWKCR Compatibility.esp=1
legendary effects - nuka-world edition.esp=1
ballisticweavenukaworld.esp=1
ballisticweavefarharbor.esp=1
chinalakeandholorifle.esp=1
LString_Bow.esp=1
mk14.esp=1
streetsweepermodv1.esp=1
LAER.esp=1
wattzlasergun.esp=1
theatomray.esp=1
gammarifle.esp=1
hydrant bat.esp=1
MetroploisArmor.esp=1
skyriminspiredpowerarmor.esp=1
overcharged_laserrifle.esp=1
FalloutSamurai.esp=1
materialsholotape.esp=1
Alpha Railgun V5.esp=1
Buzz_Axe.esp=1
Companion Infinite Ammo and Unbreakable Power Armour.esp=1
InoueDeckerPack.esp=1
Jake'sMod.esp=1
R91M.esp=1
R91M - AWKCR Compatibility.esp=1
cryo damage and fire damage.esp=1
gatling laser overhaul.esp=1
IWN Core 2.01.esp=1
Blades Mod.esp=1
Weapon Mods Mod.esp=1
Weapon Mods Mod - CRPC.esp=1
Weapon Mods Mod MaxCompat.esp=1
Extended weapon mods.esp=1
increasedweaponmoddistribution-goty.esp=1
aer9 improved reflex sight.esp=1
alienassaultrifle.esp=1
ballisticweavevaulttecworkshop.esp=1
alteredddd.esp=1
x-77 sonic amplifier.esp=1
antimalarkeyray.esp=1
autoweapons.esp=1
betterautomatronweapons.esp=1
Legendary Robot Armour.esp=1
ballisticweaveautomatron.esp=1
blastech e-11.esp=1
brutal melee perks.esp=1
cheat room - far harbor.esp=1
cheat world - automatron patch.esp=1
chimeraspecial.esp=1
cryo.esp=1
cryobetter.esp=1
Cryolator.esp=1
custom legendary modifications remade.esp=1
doom slayer.esp=1
dtiongrenade.esp=1
flamerpistol.esp=1
gatlingguns.esp=1
gibsofglory.esp=1
grenade.esp=1
ihud compability patch.esp=1
improved map with visible roads.esp=1
lasercannon.esp=1
leglightinggun.esp=1
NukaSpawn.esp=1
libertyprimeblaster.esp=1
lightinggunas_co.esp=1
locksmith.esp=1
medicinestick.esp=1
micro minigun.esp=1
mirelurk zoidberg sounds.esp=1
mmslaserrcw.esp=1
moddablerobotsettlers.esp=1
modinjection.esp=1
moonfire.esp=1
mso_sms.esp=1
npcmodmerchantnpc.esp=1
place_everything.esp=1
spacelasers.esp=1
spawn items.esp=1
ssbw lvli.esp=1
ssex.esp=1
standalone grenade launcher and standalone grenade launcher ammo.esp=1
stoukerrifle.esp=1
suprisemf.esp=1
surgicallasergun.esp=1
swordplugin.esp=1
the golden gun.esp=1
unionblaster.esp=1
unlimitedbuild.esp=1
wedgeclantransdogrifieraddonfarharbor.esp=1
AdvBubbleTurretSet.esp=1
AdvBubbleTurretSet-SKPatch.esp=1
Archimedes-II.esp=1
vault111plugin.esp=1
argvPerceptionEnergyWeapons.esp=1
argvPerkOptions - Blitz.esp=1
argvPerkOptions - Moving Target.esp=1
AutomatronClaptrap.esp=1
AutomatronSDTank500slrDesign.esp=1
CROSS_CryoLance.esp=1
CROSS_Blades.esp=1
Dank_CROSS_CryoLance.esp=1
Improved BFG9000.esp=1
Rosestorm_DL44.esp=1
CriticalFX.esp=1
EsturkDogMeat_Skins.esp=1
TheStaffmaster.esp=1
FalloutKensei.esp=1
LightsaberMod.esp=1
Fusebox Generator.esp=1
Generator Fusebox - More realistic version.esp=1
Homemaker WP.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects.esp=1
AdvBubbleTurretSet-RealNP.esp=1
NPC Spawner.esp=1
OCDecorator.esp=1
DC-15A.esp=1
Fusebox Generator WP.esp=1
Wireless Power.esp=1
LAER-Armorsmith_Patch.esp=1
LAER Automatron Weapons.esp=1
MsAutomatronPartsCollection.esp=1
Supercharged Capacitor.esp=1
TrueStormsFO4-FarHarbor.esp=1
TrueStormsFO4-EarlierSunsets.esp=1
TrueStormsFO4-EarlierSunsetsFH.esp=1
Faster EXP - 10x.esp=1
amazingfollowertweaks.esp=1
ExpandedSettlementFWHeight.esp=1
ExpandedSettlementHeight.esp=1
ExpandedSettlementFWAll.esp=1
ExpandedSettlementAll.esp=1
QuadRioters_Weapons_AWKCR_Patch_ALL.esp=1
QuadRioters_Weapons_AWKCR_Patch_Accelerator.esp=1
QuadRioters_Weapons_AWKCR_Patch_FusilladeGL.esp=1
QuadRioters_Weapons_AWKCR_Patch_RAWLauncher.esp=1
QuadRioters_Weapons_AWKCR_Patch_Technetronic.esp=1
Solar Street Lamps.esp=1
MoreRobotVoices.esp=1
AutomatronSecuritron.esp=1
bleu worthwhile fortune finder.esp=1
SKKScriptLatencyTest.esp=1
Bashed Patch, 0.esp=1

 

I hope to find a solution guys. or some help.

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Get a backup save game off the Nexus, one of those clean saves. Load that, then ~TMM 1 to fast travel by turning all the map markers on, duplicate the CTD using the backup clean save game. If the problem doesn't repeat, and try it a few times. Then it's not inside the mods. Something in the save file caused it. You could try fast travel to a far away place, and then come back. You can try forcing a respawn, just go indoors somewhere far away, and wait for the respawn, but the vanilla is a few weeks in survival mode, so maybe use Survival Options to set the respawn to much lower. A glitch in the CTD cell, crash upon load, could be something that would respawn when cells are reset. Alternatively you might find a command to force cell respawn though I don't know of any. Then you could turn off half the mods. Go back, duplicate the problem. If it CTD again, then go turn half of the remaining half off so it's just the first 25% of mods. Do this to narrow it down until you know exactly which mod is causing it. Doesn't take that long considering how accurate it is. Just keep turning off or on half of the mods in decreasing/increasing amounts until the CTD happens when you turn that one mod on causing it.

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Heyas TwoTone

 

The first suspects would be any mod that you've got that alters that particular area. LIke anything that changes the buildings, adds something to the area, ore removes something from the area.

The next would be any mods that alter or affect super mutants or behemoths.

 

So those are the ones that I'd recommend trying first to see if they're the cause.

 

Now, what I'm gonna say next, I'm saying to try to warn you.

I ran the numbers on your load order.

You've got 97 active Creation Club mods that are ESL files, and 11 that are ESM files. (that in itself is really dangerous)

You also have 250 regular mods installed

With a grand total of 342 mods total.

 

Your game is very close to being at the hard coded limit for how many mods that it will handle. which is 254. It's technically 255 but Fallout4.esm actually Does count as a mod.

So pretty soon, you'll have to start deactivating some of your mods in order to be able to install new ones. OR have to start removing mods, because the game won't let you add any more. And there's the possibility that your game can start giving you a lot more problems soon.

 

Now comes the really bad part. I'm sorry, but I really am trying to warn you here.

A lot of mods, you can't just "turn off" or remove in the middle of a playthrough. It can do bad things to your save games, because of scripts. The scripts get baked into your savegames. They stay there. Permanently.

And then when those scripts fire, and the mod that they're looking for isn't there anymore, the game goes "ERK!". And it's gonna do that every time that you load a savegame that has those bugs.

Almost all the Creation Club crap has scripting in it. That fire off either at the very beginning of the game load, or right after you exit the vault. So there's at least 108 items that you can't get rid of during your current character's play through, without risk.

 

Again, not trying to lecture ya or judge on ya, just giving you a head's up, so as to try to avoid more problems in your game ;)

 

-Storm

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its okay and thanks for the advice.

anyhow I used a clean save from here and all seems to function normally. so it might be the save file I had trying to find a mod that's not there anymore.

I might have to lose some of those creation club skins I got and a few old mods I might replace to ensure good performance on my game (and make room for newer mods I might want to get)

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No problem, just trying to save you some headaches further down the line.

LOL Yeah, that is the Biggest problem with this game. There is always New mods that we want! ;)

And sadly, we can't just install every single one of them.

 

I'm glad that you can get through there, tho finding that bad guy in a list that big, is gonna take a while :(

 

Cheers!

-Storm

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According to theory, .esl files don't count toward the 255 limit...... now, there IS a limit to the number of .esl files you can run, but, that isn't a hard-coded number..... I am not sure if the game will warn you when you exceed the limit, or if some stuff simply won't load, of if the game will simply crash at startup.....

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According to theory, .esl files don't count toward the 255 limit...... now, there IS a limit to the number of .esl files you can run, but, that isn't a hard-coded number..... I am not sure if the game will warn you when you exceed the limit, or if some stuff simply won't load, of if the game will simply crash at startup.....

 

Nah, it won't warn us. The game will either just start crashing at boot up, or if somebody is trying to add a new mod, they'll get an error that there's not enough memory space available, and they have to remove some mods first.

Now, here's something that I'm not entirely sure of. But I'm kinda of the impression that vortex will bypass that, and still install the mods anyway. Even tho the game can't handle them. Again, I'm not entirely sure of that.

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According to theory, .esl files don't count toward the 255 limit...... now, there IS a limit to the number of .esl files you can run, but, that isn't a hard-coded number..... I am not sure if the game will warn you when you exceed the limit, or if some stuff simply won't load, of if the game will simply crash at startup.....

 

Nah, it won't warn us. The game will either just start crashing at boot up, or if somebody is trying to add a new mod, they'll get an error that there's not enough memory space available, and they have to remove some mods first.

Now, here's something that I'm not entirely sure of. But I'm kinda of the impression that vortex will bypass that, and still install the mods anyway. Even tho the game can't handle them. Again, I'm not entirely sure of that.

 

I don't think Vortex has any way of knowing if there is any address space left....... My guess would be "no". Or, at least, if it does, it would be a fairly drawn out process to check. (equivalent to loading all your esl files in xedit.)

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Yeah, that's one reason why I don't advocate the use of it.

On this particular note, I've started "counting" the number of mods that are in long lists. I copy and paste the list into PSPad or notepad++ (both of which numbers each line.)

And then just scroll down til it reaches the end and see what line it ends up on.

There's just so many people using Vortex now, and some of them aren't keeping tabs on just how many mods they've got.

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